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Old February 27th, 2008, 10:23 AM
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Default Scales/bless changes you would like

Out of things that can actually be modded and things needing a full remake of the engine, what would you change in dominions ?

Personnally my list is :


Making all bless comparable to see more pretender diversity :

- Air level 9 bless : 75% SR is a too situationnal and very strange bless (with this gadget bless for the not extremely powerful air magic why fire don't give 75% FR nor water 75% CR instead of their superpowers?). I think a better bless effect for air already exists and is coded as the eagle warriors ability : first round fly (would be very useful for nations with slow sacred or wanting to attack before ennemy mages buff the troops, but still not overpowered at all compared to bless affecting stats or dammage).

- Blood level 9 bless : blood curse is a joke, it should be blood vengeance instead. If blood vengeance is too powerful I would say a blood vengeance with MR negates easily instead of MR neg.


Magic power secondary effects :

- water nations are too quiet in the seas, I'd give back the water mage power to lead troops underwater ! (eventually half the defense bonus to compensate) Or perhaps give it to air mages instead.


Scales :

All usually are less interesting than order and magic.

- production (there was a thread about that) should have another interest like reducing fort construction time or price

- the maximum number of events per turn should be made in relation with map size, to balance luck with order even for big empires on big maps ; once event are checked everywhere for a nation the best should be kept if the nation has a positive luck national scale (luck is the only scale losing global power if you conquer provinces out of your scales/dominion ; your order provinces don't lose income if you add some with turmoil)

- growth is only usefull in very long games and/or for old mages nations ; an additionnal cool effect would make it more interesting in all settings ; something like a mini gift of health effect (3% of curing affliction per growth scale ? or one bonus hp for national units ?) would be a good addition IMO
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